← Back to the manualOne module per page · black and white · Standard · v0.2
English
Field Manual · Standard · v0.2

Bomb Defusal
for Experts

Experts: never look at the bomb. Defuser: never read this manual. Talk to each other.

Do not show the Defuser

Contents

  1. §0 How a round workspage 2
  2. §1 The casingpage 3
  3. §2 Needy modulespage 4
  4. §3 Rotary Lockpage 5
  5. §4 Switchboardpage 6
  6. §5 Pressure Gaugepage 7
  7. §6 Cipher Tapepage 8
  8. §7 Soundalike Relaypage 9
  9. §8 Echo Sequencerpage 10
  10. §9 Plunger Buttonpage 11
  11. §10 Status Querypage 12

Kaboom Together is a co-op game for 2–5 people who can talk to each other. One Defuser sees the bomb on screen. Everyone else uses this manual.

Kaboom Together · Field Manual · Standard · v0.2 · page 1

How a round works §0

One player, the Defuser, holds the bomb. Everyone else is an Expert with this manual. The Defuser can’t see these rules and you can’t see the bomb, so describe, ask and listen.

  1. A 3-2-1 countdown runs before the timer starts. Open your manual and get ready.
  2. The Defuser turns the bomb and reads out what each module looks like.
  3. Find the module’s section here, ask for any casing details you need, then give clear instructions.
  4. The bomb is defused when every regular module’s light is green.

Strikes and the timer

A mistake is a strike. Each strike makes the timer run faster: ×1.25 after the first, ×1.5 after the second. Reach the strike limit or run out of time and the bomb goes off. Some rules change once the bomb has strikes, so keep count.

DifficultyModulesNeedyTimeStrikes
Tutorial1010:003
Easy305:003
Medium415:003
Hard414:002

Tip: agree on words before you start. “Up” and “down” for switches, symbol names from this manual, and “now” for the gauge.

Kaboom Together · Field Manual · Standard · v0.2 · §0 How a round works

The casing §1

Many rules depend on details printed on the outside of the bomb. Ask the Defuser to turn it over.

Write it down

Serial
Last digitodd / even
Power cells
Lamps (lit?)
Ports
Kaboom Together · Field Manual · Standard · v0.2 · §1 The casing

Needy modules §2

On Medium and Hard, the bomb also carries a needy module. Regular modules sit quietly until you solve them. A needy module wakes up on its own, demands an answer, then goes back to sleep. It is never “solved” and it does not count toward the defused total.

The only needy module is the Status Query (Standard · v0.2). Its rules are in the last section.

Kaboom Together · Field Manual · Standard · v0.2 · §2 Needy modules

Rotary Lock §3

A round dial with eight symbols, a colored ring, and one symbol on a cap in the middle.

Symbol names

Eye
Fork
Hook
Crown
Spiral
Bowtie
Comet
Ladder

Steps

  1. Ask for the ring color and the center symbol.
  2. In the table for that ring color, find the center symbol’s row. It gives three symbols, in order.
  3. If the top of the bomb has a lit lamp labeled MAG, use the three symbols in reverse order.
  4. Then, if the bomb has 1 or more strikes, move the first symbol to the end (A, B, C becomes B, C, A). Check the strikes before each ENGAGE.
  5. For each symbol, the Defuser turns the dial until that symbol is under the yellow pointer, then presses ENGAGE.
Strike: engaging the wrong symbol. The sequence restarts from the first symbol.
Red ring
CenterSequence
Eye
Fork
Hook
Crown
Spiral
Bowtie
Comet
Ladder
Blue ring
CenterSequence
Eye
Fork
Hook
Crown
Spiral
Bowtie
Comet
Ladder
Yellow ring
CenterSequence
Eye
Fork
Hook
Crown
Spiral
Bowtie
Comet
Ladder
White ring
CenterSequence
Eye
Fork
Hook
Crown
Spiral
Bowtie
Comet
Ladder
Kaboom Together · Field Manual · Standard · v0.2 · §3 Rotary Lock

Switchboard §4

Nine toggle switches in a 3×3 grid, with one indicator light above each column.

  1. Use this table to get each column’s switch positions from its indicator:
IndicatorTopMiddleBottom
Red triangleUpDownUp
Green dotDownUpDown
Dark squareUpUpDown
  1. If the last digit of the serial number is odd, flip the bottom row in every column.
  2. If the bomb has 3 or more power cells, flip the top row in every column.
  3. If the bomb has 1 or more strikes, also flip the middle row in every column. Check the strikes before you pull COMMIT.
  4. “Up” means the lever’s yellow tip points toward the top of the module. When all nine are set, pull COMMIT.
Strike: pulling COMMIT with any switch in the wrong position.
Kaboom Together · Field Manual · Standard · v0.2 · §4 Switchboard

Pressure Gauge §5

A round gauge with a moving needle, a colored face, and a number in a white box.

  1. Ask for the face color and the number in the white box.
  2. Which column? Use column 1 if the number is odd, column 2 if it is even.
  3. If the bomb has no power cells, always use column 1 instead.
  4. The Defuser calls out the needle position. Tell them to press VENT while the needle is inside the range.
FaceColumn 1Column 2
Blue10–2530–45
Amber40–5555–70
Green65–8078–93

The scale runs from 0 (far left) to 100 (far right). The needle swings in waves, so count the rhythm together before you call “now”.

Strike: venting while the needle is outside the range.
Kaboom Together · Field Manual · Standard · v0.2 · §5 Pressure Gauge

Cipher Tape §6

A green display with five scrambled letters above five letter rollers.

  1. Count the ports on the back of the bomb. Add 1. This is the shift (1 to 4).
  2. Move every letter on the tape back by the shift. Wrap around: A back 1 is Z.
  3. The result is one of the valid words. If it isn't, recount the ports.
  4. The Defuser taps the top half of a roller to go forward and the bottom half to go back, then presses SUBMIT.
Strike: submitting the wrong word.

Alphabet

A1
B2
C3
D4
E5
F6
G7
H8
I9
J10
K11
L12
M13
N14
O15
P16
Q17
R18
S19
T20
U21
V22
W23
X24
Y25
Z26

Valid words

AMBERBLASTCRANEDELTAEMBERFLINTGHOSTHAVENIVORYJOKERKNACKLEMONMANGONERVEORBITPIXEL
Kaboom Together · Field Manual · Standard · v0.2 · §6 Cipher Tape

Soundalike Relay §7

A display showing one word above six buttons (two rows of three), each labeled with a word. Three stages.

Careful: the words sound alike. Read the display and the labels out loud exactly as spelled, and spell them out if there is any doubt.

  1. Find the row below that contains the word on the display.
  2. From that word, count 1 place to the right along the row. Wrap around: after the last word comes the first.
  3. If the serial number contains a vowel, count to the left instead.
  4. If the bomb has 1 or more strikes, count 2 places instead of 1.
  5. Press the button that shows the word you land on. Do this for all three stages; each stage shows new words.
Strike: pressing the wrong button. The stage stays the same.

Soundalike rows

  1. TWO
  2. TOO
  3. TOE
  4. TOW
  5. TOOT
  6. TOAD
  1. FOR
  2. FOUR
  3. FORE
  4. FLOOR
  5. FOUL
  6. FOE
  1. WEIGH
  2. WAY
  3. WHEY
  4. AWAY
  5. WEIGHT
  6. WADE
  1. NIGHT
  2. KNIGHT
  3. NITE
  4. KNIT
  5. NIT
  6. NEAT
  1. PEAK
  2. PEEK
  3. PIQUE
  4. PECK
  5. PIKE
  6. PEKE
  1. MEAT
  2. MEET
  3. METE
  4. MITT
  5. MATE
  6. MEAD
  1. BEAR
  2. BARE
  3. BEER
  4. BAR
  5. BORE
  6. BOAR
  1. WRITE
  2. RITE
  3. WRIGHT
  4. RIDE
  5. RYE
  6. WRITHE
  1. SEW
  2. SOW
  3. SOLE
  4. SOUL
  5. SEAL
  6. SALE
  1. FLOUR
  2. FLOWER
  3. FLARE
  4. FLAIR
  5. FLIER
  6. FLYER
  1. HEAL
  2. HEEL
  3. HALL
  4. HAUL
  5. HOLE
  6. WHOLE
  1. PAIR
  2. PEAR
  3. PARE
  4. PAYER
  5. PIER
  6. PEER
  1. KNOT
  2. NOT
  3. NOTE
  4. NUT
  5. GNAT
  6. NAUGHT
  1. BOLD
  2. BOWLED
  3. BALD
  4. BAWLED
  5. BOLT
  6. BUILT
Kaboom Together · Field Manual · Standard · v0.2 · §7 Soundalike Relay

Echo Sequencer §8

A big colored display above four symbol buttons in a row, with stage lights. The same four symbols appear every stage, but their positions are shuffled each stage.

  1. Ask for the display color and which stage light is on.
  2. Find that stage and color below, and give the instruction.
  3. Some instructions refer to earlier stages. Write down the position and the symbol the Defuser pressed in every stage.
  4. Positions count from the left, 1 to 4.
Strike: pressing the wrong button. The module resets to stage 1 with a new shuffle.
Stage 1
DisplayPress
RedPress the 2nd button from the left.
BluePress the 4th button from the left.
GreenPress the Comet.
WhitePress the 1st button from the left.
Stage 2
DisplayPress
RedPress the Crown.
BluePress the button in the same position you pressed in stage 1.
GreenPress the 3rd button from the left.
WhitePress the symbol you pressed in stage 1.
Stage 3
DisplayPress
RedPress the symbol you pressed in stage 2.
BluePress the 1st button from the left.
GreenPress the button in the same position you pressed in stage 1.
WhitePress the Spiral.
Stage 4
DisplayPress
RedPress the button in the same position you pressed in stage 2.
BluePress the symbol you pressed in stage 1.
GreenPress the symbol you pressed in stage 3.
WhitePress the 4th button from the left.
Kaboom Together · Field Manual · Standard · v0.2 · §8 Echo Sequencer

Plunger Button §9

A big round plunger with a color and a printed word.

  1. Ask for the plunger color and the printed word.
  2. Go down the list below. Perform the FIRST rule that applies, and ignore the rest.
  3. TAP: press and release quickly. HOLD: press and keep holding. A colored strip lights up while you hold.
  1. If the plunger is Red and the label says STOP, TAP it.
  2. If the label says TAP, HOLD it.
  3. If the plunger is Blue and the bomb has 2 or more power cells, TAP it.
  4. If the plunger is Black, HOLD it.
  5. If the label says ARM and at least one lamp is lit, TAP it.
  6. Otherwise, HOLD it.

The plunger colors are Red, Blue, Yellow, White, Black.

Strike: the wrong action, or letting go at the wrong time.

When to release a held plunger

Read the strip color, then let go when the Defuser’s bomb timer matches. The digits are the ones shown on the timer display.

StripRelease when
OrangeThe two seconds digits add up to 7.
CyanThe last seconds digit is 0 or 5.
VioletAny digit on the timer is a 3.
LimeThe two seconds digits are the same.

Leave a half second of slack: call “ready” a little early so the Defuser can let go in time.

Kaboom Together · Field Manual · Standard · v0.2 · §9 Plunger Button

Status Query §10

A needy module: a small screen with a 2-digit countdown and YES / NO buttons. Usually asleep.

  1. When it wakes up, the Defuser reads out the prompt on its screen.
  2. Find the prompt below. The rule says when the answer is YES. Otherwise the answer is NO.
  3. The Defuser presses the answer before the countdown ends.
PromptRule
VENT LINE 3?YES if the bomb has 3 or more power cells.
PORTS SEALED?YES if the bomb has no ports.
STILL CLEAN?YES if the bomb has no strikes.
ABORT?Always NO.
SERIAL HOT?YES if the serial number contains a vowel.
LIGHTS ON?YES if at least one lamp is lit.
Strike: a wrong answer, or letting the countdown run out.
Kaboom Together · Field Manual · Standard · v0.2 · §10 Status Query